Core/Spells: rework part 4: iterate over effects first
Port From (https://github.com/TrinityCore/TrinityCore/commit/65dca120d34febdaa84a63e17f638ab0fa59b3df)
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@@ -3304,14 +3304,6 @@ namespace Game.Entities
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case 64234: // Gravity Bomb (25m) (XT-002)
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spellInfo.MaxAffectedTargets = 1;
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break;
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case 62834: // Boom (XT-002)
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// This hack is here because we suspect our implementation of spell effect execution on targets
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// is done in the wrong order. We suspect that 0 needs to be applied on all targets,
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// then 1, etc - instead of applying each effect on target1, then target2, etc.
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// The above situation causes the visual for this spell to be bugged, so we remove the instakill
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// effect and implement a script hack for that.
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spellInfo.GetEffect(1).Effect = 0;
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break;
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case 64386: // Terrifying Screech (Auriaya)
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case 64389: // Sentinel Blast (Auriaya)
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case 64678: // Sentinel Blast (Auriaya)
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